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Comparing deliantra/server/common/item.C (file contents):
Revision 1.11 by elmex, Wed Dec 20 11:20:50 2006 UTC vs.
Revision 1.32 by root, Fri May 11 08:08:02 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h> 26#include <funcpoint.h>
26#include <living.h> 27#include <living.h>
27#include <spells.h> 28#include <spells.h>
46 * may be better. 47 * may be better.
47 * Basically, for the use/nonuse, the code does something like: 48 * Basically, for the use/nonuse, the code does something like:
48 * "This item goes %s\n", with the use/nonuse values filling in the %s 49 * "This item goes %s\n", with the use/nonuse values filling in the %s
49 */ 50 */
50Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 51Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
51 {"body_range", "in your range slot", "in a human's range slot"}, 52 {"body_range" , "You can use it as your range weapon" , "It is used as a range weapon"},
52 {"body_arm", "on your arm", "on a human's arm"}, 53 {"body_shield" , "You can wield it as a shield" , "It is used as a shield"},
54 {"body_combat" , "You can wield it as your weapon" , "It is used as a combat weapon"},
55 {"body_arm" , "You can put it on your arm" , "It goes on a human's arm"},
53 {"body_torso", "on your body", "on a human's torso"}, 56 {"body_torso" , "You can wear it on your body" , "It goes on a human's torso"},
54 {"body_head", "on your head", "on a human's head"}, 57 {"body_head" , "You can wear it on your head" , "It goes on a human's head"},
55 {"body_neck", "around your neck", "around a humans neck"}, 58 {"body_neck" , "You can wear it around your neck" , "It goes around a human's neck"},
56 {"body_skill", "in your skill slot", "in a human's skill slot"}, 59 {"body_skill" , "You can have it in your skill slot" , "It goes in a human's skill slot"},
57 {"body_finger", "on your finger", "on a human's finger"} , 60 {"body_finger" , "You can wear it on your finger" , "It goes on a human's finger"} ,
58 {"body_shoulder", "around your shoulders", "around a human's shoulders"}, 61 {"body_shoulder", "You can wear it around your shoulders", "It goes around a human's shoulders"},
59 {"body_foot", "on your feet", "on a human's feet"}, 62 {"body_foot" , "You can put your feets into it" , "It goes on a human's feet"},
60 {"body_hand", "on your hands", "on a human's hands"}, 63 {"body_hand" , "You can put it on your hands" , "It goes on a human's hands"},
61 {"body_wrist", "around your wrists", "around a human's wrist"}, 64 {"body_wrist" , "You can wear it around your wrists" , "It goes around a human's wrist"},
62 {"body_waist", "around your waist", "around a human's waist"}, 65 {"body_waist" , "You can wear it around your waist" , "It goes around a human's waist"},
63/*{"body_dragon_torso", "your body", "a dragon's body"} */ 66/*{"body_dragon_torso", "your body", "a dragon's body"} */
64}; 67};
65 68
66static char numbers[21][20] = { 69static char numbers[21][20] = {
67 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten", 70 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
157 {FLOOR, "floor", "floors", 0, 0}, 160 {FLOOR, "floor", "floors", 0, 0},
158 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 161 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
159 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 162 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
160 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 163 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
161 {LIGHTER, "lighter", "lighters", 0, 0}, 164 {LIGHTER, "lighter", "lighters", 0, 0},
162 {TRAP_PART, "trap part", "trap parts", 0, 0}, 165 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
163 {WALL, "wall", "walls", 0, 0},
164 {LIGHT_SOURCE, "light source", "light sources", 0, 0},
165 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 166 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
166 {MONSTER, "monster", "monsters", 0, 0},
167 {SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0},
168 {LAMP, "lamp", "lamps", 0, 0}, 167 {LAMP, "lamp", "lamps", 0, 0},
169 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 168 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
170 {TOOL, "tool", "tools", 0, 0},
171 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 169 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
172 {BUILDFAC, "building facility", "building facilities", 0, 0},
173 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 170 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
174 {SPINNER, "spinner", "spinners", 0, 0}, 171 {SPINNER, "spinner", "spinners", 0, 0},
175 {GATE, "gate", "gates", 0, 0}, 172 {GATE, "gate", "gates", 0, 0},
176 {BUTTON, "button", "buttons", 0, 0}, 173 {BUTTON, "button", "buttons", 0, 0},
177 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 174 {CF_HANDLE, "cf handle", "cf handles", 0, 0},
184 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 181 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
185 {CONVERTER, "converter", "converters", 0, 0}, 182 {CONVERTER, "converter", "converters", 0, 0},
186 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 183 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
187 {POISONING, "poisoning", "poisonings", 0, 0}, 184 {POISONING, "poisoning", "poisonings", 0, 0},
188 {SAVEBED, "savebed", "savebeds", 0, 0}, 185 {SAVEBED, "savebed", "savebeds", 0, 0},
189 {POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
190 {FIREHOLES, "fireholes", "fireholes", 0, 0},
191 {WAND, "wand", "wands", SK_THAUMATURGY, 0}, 186 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
192 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 187 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
193 {DIRECTOR, "director", "directors", 0, 0}, 188 {DIRECTOR, "director", "directors", 0, 0},
194 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 189 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
195 {FORCE, "force", "forces", 0, 0}, 190 {FORCE, "force", "forces", 0, 0},
257}; 252};
258 253
259int 254int
260get_power_from_ench (int ench) 255get_power_from_ench (int ench)
261{ 256{
262 if (ench < 0) 257 if (ench < 0) ench = 0;
263 ench = 0; 258 if (ench > 20) ench = 20;
264 if (ench > 20) 259
265 ench = 20;
266 return enc_to_item_power[ench]; 260 return enc_to_item_power[ench];
267} 261}
268 262
269/* This takes an object 'op' and figures out what its item_power 263/* This takes an object 'op' and figures out what its item_power
270 * rating should be. This should only really be used by the treasure 264 * rating should be. This should only really be used by the treasure
349 enc += 1; 343 enc += 1;
350 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 344 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
351 enc += 1; 345 enc += 1;
352 346
353 return get_power_from_ench (enc); 347 return get_power_from_ench (enc);
354
355} 348}
356 349
357/* returns the typedata that has a number equal to itemtype, if there 350/* returns the typedata that has a number equal to itemtype, if there
358 * isn't one, returns NULL */ 351 * isn't one, returns NULL */
359
360const typedata * 352const typedata *
361get_typedata (int itemtype) 353get_typedata (int itemtype)
362{ 354{
363 int i; 355 int i;
364 356
369} 361}
370 362
371/* returns the typedata that has a name equal to itemtype, if there 363/* returns the typedata that has a name equal to itemtype, if there
372 * isn't one, return the plural name that matches, if there still isn't 364 * isn't one, return the plural name that matches, if there still isn't
373 * one return NULL */ 365 * one return NULL */
374
375const typedata * 366const typedata *
376get_typedata_by_name (const char *name) 367get_typedata_by_name (const char *name)
377{ 368{
378 int i; 369 int i;
379 370
394 * returns a static array of the description. This can return 385 * returns a static array of the description. This can return
395 * a big buffer. 386 * a big buffer.
396 * if newline is true, we don't put parens around the description 387 * if newline is true, we don't put parens around the description
397 * but do put a newline at the end. Useful when dumping to files 388 * but do put a newline at the end. Useful when dumping to files
398 */ 389 */
399char * 390const char *
400describe_resistance (const object *op, int newline) 391describe_resistance (const object *op, int newline)
401{ 392{
402 static char buf[VERY_BIG_BUF]; 393 static char buf[VERY_BIG_BUF];
403 char buf1[VERY_BIG_BUF]; 394 char buf1[VERY_BIG_BUF];
404 int tmpvar; 395 int tmpvar;
423/* 414/*
424 * query_weight(object) returns a character pointer to a static buffer 415 * query_weight(object) returns a character pointer to a static buffer
425 * containing the text-representation of the weight of the given object. 416 * containing the text-representation of the weight of the given object.
426 * The buffer will be overwritten by the next call to query_weight(). 417 * The buffer will be overwritten by the next call to query_weight().
427 */ 418 */
428 419const char *
429char *
430query_weight (const object *op) 420query_weight (const object *op)
431{ 421{
432 static char buf[10]; 422 static char buf[10];
433 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 423 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying;
434 424
435 if (op->weight < 0) 425 if (op->weight < 0)
436 return " "; 426 return " ";
427
437 if (i % 1000) 428 if (i % 1000)
438 sprintf (buf, "%6.1f", i / 1000.0); 429 sprintf (buf, "%6.1f", i / 1000.0);
439 else 430 else
440 sprintf (buf, "%4d ", i / 1000); 431 sprintf (buf, "%4d ", i / 1000);
432
441 return buf; 433 return buf;
442} 434}
443 435
444/* 436/*
445 * Returns the pointer to a static buffer containing 437 * Returns the pointer to a static buffer containing
446 * the number requested (of the form first, second, third...) 438 * the number requested (of the form first, second, third...)
447 */ 439 */
448 440const char *
449char *
450get_levelnumber (int i) 441get_levelnumber (int i)
451{ 442{
452 static char buf[MAX_BUF]; 443 static char buf[MAX_BUF];
453 444
454 if (i > 99) 445 if (i > 99)
455 { 446 {
456 sprintf (buf, "%d.", i); 447 sprintf (buf, "%d.", i);
457 return buf; 448 return buf;
458 } 449 }
450
459 if (i < 21) 451 if (i < 21)
460 return levelnumbers[i]; 452 return levelnumbers[i];
461 if (!(i % 10)) 453 if (!(i % 10))
462 return levelnumbers_10[i / 10]; 454 return levelnumbers_10[i / 10];
455
463 strcpy (buf, numbers_10[i / 10]); 456 strcpy (buf, numbers_10[i / 10]);
464 strcat (buf, levelnumbers[i % 10]); 457 strcat (buf, levelnumbers[i % 10]);
465 return buf; 458 return buf;
466} 459}
467
468 460
469/* 461/*
470 * get_number(integer) returns the text-representation of the given number 462 * get_number(integer) returns the text-representation of the given number
471 * in a static buffer. The buffer might be overwritten at the next 463 * in a static buffer. The buffer might be overwritten at the next
472 * call to get_number(). 464 * call to get_number().
473 * It is currently only used by the query_name() function. 465 * It is currently only used by the query_name() function.
474 */ 466 */
475 467const char *
476char *
477get_number (int i) 468get_number (int i)
478{ 469{
479 if (i <= 20) 470 if (i <= 20)
480 return numbers[i]; 471 return numbers[i];
481 else 472 else
498 */ 489 */
499 490
500/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 491/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
501 * from stats.sp - b.t. 492 * from stats.sp - b.t.
502 */ 493 */
503char * 494const char *
504ring_desc (const object *op) 495ring_desc (const object *op)
505{ 496{
506 static char buf[VERY_BIG_BUF]; 497 static char buf[VERY_BIG_BUF];
507 int attr, val, len; 498 int attr, val, len;
508 499
516 if ((val = get_attr_value (&(op->stats), attr)) != 0) 507 if ((val = get_attr_value (&(op->stats), attr)) != 0)
517 { 508 {
518 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); 509 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val);
519 } 510 }
520 } 511 }
512
521 if (op->stats.exp) 513 if (op->stats.exp)
522 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp); 514 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
523 if (op->stats.wc) 515 if (op->stats.wc)
524 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc); 516 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
525 if (op->stats.dam) 517 if (op->stats.dam)
547 strcat (buf, "(reflect spells)"); 539 strcat (buf, "(reflect spells)");
548 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 540 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
549 strcat (buf, "(reflect missiles)"); 541 strcat (buf, "(reflect missiles)");
550 if (QUERY_FLAG (op, FLAG_STEALTH)) 542 if (QUERY_FLAG (op, FLAG_STEALTH))
551 strcat (buf, "(stealth)"); 543 strcat (buf, "(stealth)");
544
552 /* Shorten some of the names, so they appear better in the windows */ 545 /* Shorten some of the names, so they appear better in the windows */
553 len = strlen (buf); 546 len = strlen (buf);
554 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF); 547 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
555 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF); 548 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
556 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF); 549 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
621 case AMULET: 614 case AMULET:
622 case RING: 615 case RING:
623 if (!op->title) 616 if (!op->title)
624 { 617 {
625 /* If ring has a title, full description isn't so useful */ 618 /* If ring has a title, full description isn't so useful */
626 char *s = ring_desc (op); 619 const char *s = ring_desc (op);
627 620
628 if (s[0]) 621 if (s[0])
629 { 622 {
630 safe_strcat (buf, " ", &len, HUGE_BUF); 623 safe_strcat (buf, " ", &len, HUGE_BUF);
631 safe_strcat (buf, s, &len, HUGE_BUF); 624 safe_strcat (buf, s, &len, HUGE_BUF);
651 * overwritten. This may be a bad thing (it may be easier to assume the value 644 * overwritten. This may be a bad thing (it may be easier to assume the value
652 * returned is good forever.) However, it makes printing statements that 645 * returned is good forever.) However, it makes printing statements that
653 * use several names much easier (don't need to store them to temp variables.) 646 * use several names much easier (don't need to store them to temp variables.)
654 * 647 *
655 */ 648 */
656char * 649const char *
657query_name (const object *op) 650query_name (const object *op)
658{ 651{
659 static char buf[5][HUGE_BUF]; 652 static char buf[5][HUGE_BUF]; // OMFG
660 static int use_buf = 0; 653 static int use_buf = 0;
661 int len = 0; 654 int len = 0;
662 655
663#ifdef NEW_MATERIAL_CODE 656#ifdef NEW_MATERIAL_CODE
664 materialtype_t *mt; 657 materialtype_t *mt;
691 if (QUERY_FLAG (op, FLAG_DAMNED)) 684 if (QUERY_FLAG (op, FLAG_DAMNED))
692 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 685 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF);
693 else if (QUERY_FLAG (op, FLAG_CURSED)) 686 else if (QUERY_FLAG (op, FLAG_CURSED))
694 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 687 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF);
695 } 688 }
689
696 /* Basically, if the object is known magical (detect magic spell on it), 690 /* Basically, if the object is known magical (detect magic spell on it),
697 * and it isn't identified, print out the fact that 691 * and it isn't identified, print out the fact that
698 * it is magical. Assume that the detect magical spell will only set 692 * it is magical. Assume that the detect magical spell will only set
699 * KNOWN_MAGICAL if the item actually is magical. 693 * KNOWN_MAGICAL if the item actually is magical.
700 * 694 *
716 710
717 if (QUERY_FLAG (op, FLAG_APPLIED)) 711 if (QUERY_FLAG (op, FLAG_APPLIED))
718 { 712 {
719 switch (op->type) 713 switch (op->type)
720 { 714 {
721 case BOW: 715 case BOW:
722 case WAND: 716 case WAND:
723 case ROD: 717 case ROD:
724 case HORN: 718 case HORN:
725 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF); 719 safe_strcat (buf[use_buf], op->env && op->env->current_weapon == op ? " (readied)" : " (applied)", &len, HUGE_BUF);
726 break; 720 break;
727 case WEAPON: 721 case WEAPON:
728 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 722 safe_strcat (buf[use_buf], op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)", &len, HUGE_BUF);
729 break; 723 break;
730 case ARMOUR: 724 case ARMOUR:
731 case HELMET: 725 case HELMET:
732 case SHIELD: 726 case SHIELD:
733 case RING: 727 case RING:
734 case BOOTS: 728 case BOOTS:
735 case GLOVES: 729 case GLOVES:
736 case AMULET: 730 case AMULET:
737 case GIRDLE: 731 case GIRDLE:
738 case BRACERS: 732 case BRACERS:
739 case CLOAK: 733 case CLOAK:
740 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 734 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF);
741 break; 735 break;
742 case CONTAINER: 736 case CONTAINER:
743 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 737 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF);
744 break; 738 break;
745 case SKILL: 739 case SKILL:
746 default: 740 default:
747 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 741 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF);
748 } 742 }
749 } 743 }
744
750 if (QUERY_FLAG (op, FLAG_UNPAID)) 745 if (QUERY_FLAG (op, FLAG_UNPAID))
751 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 746 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF);
752 747
753 return buf[use_buf]; 748 return buf [use_buf];
754} 749}
755 750
756/* 751/*
757 * query_base_name(object) returns a character pointer pointing to a static 752 * query_base_name(object) returns a character pointer pointing to a static
758 * buffer which contains a verbose textual representation of the name 753 * buffer which contains a verbose textual representation of the name
792 } 787 }
793 else 788 else
794 { 789 {
795#endif 790#endif
796 if (!plural) 791 if (!plural)
797 strcpy (buf, op->name); 792 assign (buf, op->name);
798 else 793 else
799 strcpy (buf, op->name_pl); 794 assign (buf, op->name_pl);
795
800 len = strlen (buf); 796 len = strlen (buf);
801#ifdef NEW_MATERIAL_CODE 797#ifdef NEW_MATERIAL_CODE
802 } 798 }
803#endif 799#endif
804 800
808 safe_strcat (buf, op->title, &len, MAX_BUF); 804 safe_strcat (buf, op->title, &len, MAX_BUF);
809 } 805 }
810 806
811 switch (op->type) 807 switch (op->type)
812 { 808 {
813 case SPELLBOOK: 809 case SPELLBOOK:
814 case SCROLL: 810 case SCROLL:
815 case WAND: 811 case WAND:
816 case ROD: 812 case ROD:
817 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 813 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
818 { 814 {
819 if (!op->title) 815 if (!op->title)
820 { 816 {
821 safe_strcat (buf, " of ", &len, MAX_BUF); 817 safe_strcat (buf, " of ", &len, MAX_BUF);
822 if (op->inv) 818 if (op->inv)
823 safe_strcat (buf, op->inv->name, &len, MAX_BUF); 819 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
824 else 820 else
825 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name); 821 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
826 } 822 }
827 if (op->type != SPELLBOOK) 823 if (op->type != SPELLBOOK)
828 { 824 {
829 sprintf (buf2, " (lvl %d)", op->level); 825 sprintf (buf2, " (lvl %d)", op->level);
830 safe_strcat (buf, buf2, &len, MAX_BUF); 826 safe_strcat (buf, buf2, &len, MAX_BUF);
831 } 827 }
832 } 828 }
833 break; 829 break;
834 830
835 831
836 case SKILL: 832 case SKILL:
837 case AMULET: 833 case AMULET:
838 case RING: 834 case RING:
839 if (!op->title) 835 if (!op->title)
840 { 836 {
841 /* If ring has a title, full description isn't so useful */ 837 /* If ring has a title, full description isn't so useful */
842 char *s = ring_desc (op); 838 const char *s = ring_desc (op);
843 839
844 if (s[0]) 840 if (s[0])
845 { 841 {
846 safe_strcat (buf, " ", &len, MAX_BUF); 842 safe_strcat (buf, " ", &len, MAX_BUF);
847 safe_strcat (buf, s, &len, MAX_BUF); 843 safe_strcat (buf, s, &len, MAX_BUF);
848 } 844 }
849 } 845 }
850 break; 846 break;
847
851 default: 848 default:
852 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 849 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
853 {
854 sprintf (buf + strlen (buf), " %+d", op->magic); 850 sprintf (buf + strlen (buf), " %+d", op->magic);
855 }
856 } 851 }
852
857 return buf; 853 return buf;
858} 854}
859 855
860/* Break this off from describe_item - that function was way 856/* Break this off from describe_item - that function was way
861 * too long, making it difficult to read. This function deals 857 * too long, making it difficult to read. This function deals
862 * with describing the monsters & players abilities. It should only 858 * with describing the monsters & players abilities. It should only
863 * be called with monster & player objects. Returns a description 859 * be called with monster & player objects. Returns a description
864 * in a static buffer. 860 * in a static buffer.
865 */ 861 */
866
867static char * 862static char *
868describe_monster (const object *op) 863describe_monster (const object *op)
869{ 864{
870 char buf[MAX_BUF]; 865 char buf[MAX_BUF];
871 static char retbuf[VERY_BIG_BUF]; 866 static char retbuf[VERY_BIG_BUF];
875 870
876 /* Note that the resolution this provides for players really isn't 871 /* Note that the resolution this provides for players really isn't
877 * very good. Any player with a speed greater than .67 will 872 * very good. Any player with a speed greater than .67 will
878 * fall into the 'lightning fast movement' category. 873 * fall into the 'lightning fast movement' category.
879 */ 874 */
880 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 875 if (op->has_active_speed ())
881 { 876 {
882 switch ((int) ((FABS (op->speed)) * 15)) 877 switch ((int) ((FABS (op->speed)) * 15))
883 { 878 {
884 case 0: 879 case 0:
885 strcat (retbuf, "(very slow movement)"); 880 strcat (retbuf, "(very slow movement)");
941 { 936 {
942 treasure *t; 937 treasure *t;
943 int first = 1; 938 int first = 1;
944 939
945 for (t = op->randomitems->items; t != NULL; t = t->next) 940 for (t = op->randomitems->items; t != NULL; t = t->next)
946 if (t->item && (t->item->clone.type == SPELL)) 941 if (t->item && t->item->clone.type == SPELL)
947 { 942 {
948 if (first) 943 if (first)
949 { 944 {
950 first = 0; 945 first = 0;
951 strcat (retbuf, "(Spell abilities:)"); 946 strcat (retbuf, "(Spell abilities:)");
997 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 992 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
998 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 993 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing"))
999 break; 994 break;
1000 995
1001 if (tmp && tmp->attacktype != 0) 996 if (tmp && tmp->attacktype != 0)
1002 {
1003 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws"); 997 { DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws") }
1004 }
1005 else 998 else
1006 {
1007 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 999 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") }
1008 }
1009 } 1000 }
1010 else 1001 else
1011 {
1012 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 1002 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") }
1013 } 1003
1014 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 1004 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1015 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 1005 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1016 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 1006 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1007
1017 for (i = 0; i < NROFATTACKS; i++) 1008 for (i = 0; i < NROFATTACKS; i++)
1018 {
1019 if (op->resist[i]) 1009 if (op->resist[i])
1020 { 1010 {
1021 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 1011 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]);
1022 strcat (retbuf, buf); 1012 strcat (retbuf, buf);
1023 } 1013 }
1024 } 1014
1025 return retbuf; 1015 return retbuf;
1026} 1016}
1027 1017
1028 1018
1029/* 1019/*
1050 * 1040 *
1051 * Add 'owner' who is the person examining this object. 1041 * Add 'owner' who is the person examining this object.
1052 * owner can be null if no one is being associated with this 1042 * owner can be null if no one is being associated with this
1053 * item (eg, debug dump or the like) 1043 * item (eg, debug dump or the like)
1054 */ 1044 */
1055 1045const char *
1056char *
1057describe_item (const object *op, object *owner) 1046describe_item (const object *op, object *owner)
1058{ 1047{
1059 char buf[MAX_BUF]; 1048 char buf[MAX_BUF];
1060 static char retbuf[VERY_BIG_BUF]; 1049 static char retbuf[VERY_BIG_BUF];
1061 int identified, i; 1050 int identified, i;
1095 break; /* We have more information to do below this switch */ 1084 break; /* We have more information to do below this switch */
1096 1085
1097 case POWER_CRYSTAL: 1086 case POWER_CRYSTAL:
1098 if (op->stats.maxsp > 1000) 1087 if (op->stats.maxsp > 1000)
1099 { /*higher capacity crystals */ 1088 { /*higher capacity crystals */
1100 i = (op->stats.maxsp % 100) / 10; 1089 i = (op->stats.maxsp % 1000) / 100;
1090
1101 if (i) 1091 if (i)
1102 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i); 1092 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
1103 else 1093 else
1104 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 1094 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 1000);
1105 } 1095 }
1106 else 1096 else
1107 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 1097 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp);
1098
1108 strcat (retbuf, buf); 1099 strcat (retbuf, buf);
1109 i = (op->stats.sp * 10) / op->stats.maxsp; 1100 i = (op->stats.sp * 10) / op->stats.maxsp;
1110 if (op->stats.sp == 0) 1101 if (op->stats.sp == 0)
1111 strcat (retbuf, "empty."); 1102 strcat (retbuf, "empty.");
1112 else if (i == 0) 1103 else if (i == 0)
1371 } 1362 }
1372 1363
1373 return retbuf; 1364 return retbuf;
1374} 1365}
1375 1366
1367std::string
1368object::describe_item (object *who)
1369{
1370 return std::string (::describe_item (this, who));
1371}
1372
1376/* Return true if the item is magical. A magical item is one that 1373/* Return true if the item is magical. A magical item is one that
1377 * increases/decreases any abilities, provides a resistance, 1374 * increases/decreases any abilities, provides a resistance,
1378 * has a generic magical bonus, or is an artifact. 1375 * has a generic magical bonus, or is an artifact.
1379 * This function is used by detect_magic to determine if an item 1376 * This function is used by detect_magic to determine if an item
1380 * should be marked as magical. 1377 * should be marked as magical.
1531 } 1528 }
1532 } 1529 }
1533 1530
1534 /* If the object is on a map, make sure we update its face */ 1531 /* If the object is on a map, make sure we update its face */
1535 if (op->map) 1532 if (op->map)
1536 update_object (op, UP_OBJ_FACE); 1533 update_object (op, UP_OBJ_CHANGE);
1537 else 1534 else
1538 { 1535 {
1539 pl = op->in_player (); 1536 pl = op->in_player ();
1540 if (pl) 1537 if (pl)
1541 /* A lot of the values can change from an update - might as well send 1538 /* A lot of the values can change from an update - might as well send

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